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Thread: Hydrom CE

  1. #1
    In a galaxy far far away beele's Avatar
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    Post Hydrom CE

    Since my CE version of hydrom has started to live its own life, I decided to make its own thread. At this moment I still have a lot of problems with the map. One of them being parts of the bsp flashing (actually disappearing. Could it be portal related, or just a vista/nvidia graphics glitch?) and some surfaces where weapons and grenades fall through.

    The other good news is that most other things are coming along nicely. Here are some early already somewhat textured pictures of the in-game version.




    Still tweaking a lot of settings in the shaders and other stuff, but there's some progress. One question I still have is how to make a animated plasma shader?

    Feel free to comment and answer my questions.

    EDIT: Can a mod please add [WIP] tot the thread title, since I forgot to add it in front.
    Last edited by beele; July 6th, 2008 at 02:39 PM.
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  2. #2
    Looking for his home. Apoc4lypse's Avatar
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    Re: Hydrom CE

    Wow, this looks nice... uh was hydrom a h2v map you made I'm guessing? I don't play/own h2v or vista so I don't often venture into that part of the forum heh.

    As for animated plasma shaders, uh.. depends what your trying to do I guess, but the best thing to do would be to check the master chief's .biped tag.

    Go to the shader modifier section (its at the top) and open up that shader, it might help with what your trying to do. (its the shader thats used or overlaps the chief when his shield is activated.)

    I wouldn't be able to explain how to make one from scratch though, never really did it before, someone else probably knows how though.
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  3. #3
    In a galaxy far far away beele's Avatar
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    Re: Hydrom CE

    Quote Originally Posted by Apoc4lypse View Post
    Wow, this looks nice... uh was hydrom a h2v map you made I'm guessing? I don't play/own h2v or vista so I don't often venture into that part of the forum heh.

    As for animated plasma shaders, uh.. depends what your trying to do I guess, but the best thing to do would be to check the master chief's .biped tag.

    Go to the shader modifier section (its at the top) and open up that shader, it might help with what your trying to do. (its the shader thats used or overlaps the chief when his shield is activated.)

    I wouldn't be able to explain how to make one from scratch though, never really did it before, someone else probably knows how though.
    It's acutally a dual project, as well CE as H2V, but for the moment work is focussed on the CE version.

    For the shader part. I'm looking for a beamer like plasma shader (the green teleporter one would be very good), but I'll look in the chief biped tag to see what's there.

    Ass for the map itself, before anyone mentions it, the walls will get decorations and stuff, but that's some minor work, that is yet to come. More pictures and even a video to come, after I get some things sorted out.

    The overview pictures of the map (the same as the H2V version) I just add them fot those who want to what the whole map will look like, since the first two pictures I posted here do not represent a good view of the entire map.
    http://www.beeles-place.be/halo2mppi...drom_front.png
    http://www.beeles-place.be/halo2mppi...hydrom_top.png
    http://www.beeles-place.be/halo2mppi...drom_pers1.png
    http://www.beeles-place.be/halo2mppi...drom_pers2.png
    Last edited by beele; July 6th, 2008 at 02:51 PM.
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  4. #4
    is pointing at his post Evil_Monkey's Avatar
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    Re: Hydrom CE

    Looking great, keep up the good work!
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  5. #5

    Re: Hydrom CE

    looks awesome.
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  6. #6
    quatamalos NuggetWarmer's Avatar
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    Re: Hydrom CE

    Needs moar middle hole of death.
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  7. #7
    State your identity! Hotrod's Avatar
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    Re: Hydrom CE

    It actually looks better than I expected in Halo CE, can't wait to try it out.
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  8. #8
    Looking for his home. Apoc4lypse's Avatar
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    Re: Hydrom CE

    I'm going to go back on my original judgment... after having a chat with my friend about this map, because he makes a good point. The layout currently seems a tad boring.

    I originally was just judging from those 2 pictures. I think that particular area of the map is promising, it just needs to be done right. Like I love the idea of the multilevel section with ramps and tunnels, its intriguing and I haven't seen something like it yet too much. It does remind me of some spots in the halo 2 campaign though, and my friend pointed out some resemblance to gephyrophobia.

    That area in particular has a neat idea going which I think you should expand upon.

    Some things to not about other areas of the map is the layout seems a tad open, its missing paths.

    Something to remember when making maps, although you can take this advice anyway you want. Me and some of my other friends also had conversations about what makes a good map, we talked alot about why wartorn cove was so successful. Eventually we came to the conclusion that it not only looked nice, but it gave the player a lot of action. Theres rarely a dull moment on that map. The center is perfect for pistol dueling which everyone loves, theres adequate cover and multiple paths to take to make it to the other side. Then theres also a challenge, theres 3 areas to the map. The 2 base canyon sections, then the middle center where most the fighting occurs. At the entrances to the base areas, theres choke points, and many ways to approach handling them too. I even think the tank was great, 1 tank made for another exciting challenge.

    You need to think in terms of whats going to happen when the maps played, maps are successful when there fun, they have little down time when it comes to fighting, they should keep you on your toes, there should always be something to fight. There should also be predominant advantages and disadvantages that players can get by being in certain spots (often leads to one player having fun, and the other player hating it, but thats just life) they shouldn't be extreme and they should be overpower able but they should be there. Overbalance will make the games stale and repetitive. (which o btw I think is the downfall of halo 2 and 3 when it comes to their weapon sets, too much balance, the maps on the other hand are amazing)

    Idk... I could probably go on and on about different things to take into account when coming up with a layout.

    I think you should extend off of the multilevel tunnel setup idea though, I'll let you know if I get any good ideas. If not though feel free to turn down my advice its mostly opinionated.
    Last edited by Apoc4lypse; July 6th, 2008 at 05:29 PM.
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  9. #9
    Useless Member jngrow's Avatar
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    Re: Hydrom CE

    Red base is too red. I know that sounds weird at first. Just my opinion though.

    Looks really nice other than that, actually.
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  10. #10
    am I an oldfag yet? Heathen's Avatar
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    Re: Hydrom CE

    Not to be a downer but with the tad boring comment...I was gonna say that
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